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On 19/03/2005 at 15:33, xxxxxxxx wrote:
Cinema 4D Version: 9
Language(s) : C++ ;
I am creating a ToolData plugin, and I would like to do a certain action when the mouse has moved, but while I press certain keys on the keyboard.
My first idea was to create a MouseDrag routine in ToolData::MouseInput, but while the drag is in process, the ToolData::KeyboardInput method is not called. So I cannot recieve which key has been pressed.
To combat this, I decided to transfer my code into ToolData::GetCursorInfo, and calculate the mouse position myself to simulate dragging.
This worked fine until the mouse cursor left the viewport window, which stopped my plugin from performing what its suppsoed to do.
Is there anyway I can retrieve keyboard input while a drag is in process?
I can recieve the state of keys such as SHIFT, CTRL etc, by using
if ((keyResult.GetLong(BFM_INPUT_QUALIFIER) & QSHIFT) != 0)
But I'm looking to find out what keys A,B,C,D....etc has been pressed.
On 19/03/2005 at 16:24, xxxxxxxx wrote:
GetInputState(BFM_INPUT_KEYBOARD, 'A', keyResult);
On 19/03/2005 at 16:34, xxxxxxxx wrote:
Not quite solved
It only works if the mouse actually moves. If I just hold the mouse button down, without moving the cursor, and press A. Then it won't work
On 25/03/2005 at 12:57, xxxxxxxx wrote:
What does your polling loop look like for the mouse drag and where did you add the GetInputState()?